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ELECTRONIC 



Guide No. 76660A 




NO. 2020 



GAME INSTRUCTIONS 




ft Fully controllable offense 

ft Computerized defense 

ft Two skill levels: Beginner/ Pro 

ft Pass, block, run, kick options 

ft Electronic football sound effects 

ft Digital display of score, position, time and status 

ft Requires one 9 volt transistor battery (not included) - May be used with 
a Coleco #2099 or #6041 9 volt AC Adapter (not included) 






MANUFACTURED. FOR 
COLECO INDUSTRIES, INC., AMSTERDAM, N.Y. 12010 



© 1978, Coleco Industries, Inc. 



MADE AND PRINTED IN HONG KONG 



PLAY ALONE OR AGAINST AN OPPONENT, EACH CHALLENGING 
THE DEFENSE OF THE ELECTRONIC COMPUTER. BLOCK THE 
DEFENSE FOR YOUR RUNNER. SET UP A PASS PLAY. YOU HAVE 
BLOCKING, PASSING, RUNNING AND KICKING, OPTIONS. YOU 
CONTROL THE PLAY. 




INSERT BATTERY 



To install BATTERY, slide out BATTERY DOOR on bottom of unit 
and snap one "9" volt transistor battery to the CLIP inside the 
compartment. (See illustration). Replace battery door. 

NOTE: For extended operation, you may eliminate the need for a 
battery by purchasing from your dealer a Coleco Model #2099 or 
#6041 9 Volt AC adapter (battery eliminator). The AC adapter 
is plugged into AC JACK AT TOP of unit. 

CAUTION: Use of any 9 volt adapter other than Coleco Models 
#2099 or #6041 may permanently damage your unit, 



SLIDE OUT BATTERY 
DOOR — INSERT BATTERY 



9 VOLT 
BATTERY 




BOTTOM VIEW 
OF UNIT 



CLIP 



2 NOTE: Game will not operate properly if the BATTERY is weak. 




QUICK PLAYING GUIDE | 

SEE PAGE 7 for complete instructions. 



Hold the game with 
both hands, use thumbs 
to operate keys. 





v Slide OFF-SKILL SWITCH to position 1 (BEGINNER) 
0^"^^ or 2 (PRO). Teams will be displayed on the. playing 

^ °^> field. 




M Press and hold DISPLAY KEY. DOWN, YARDS TO GO 
and FIELD POSITION will be displayed. 



YARDS TO GO 



FIELD POSITION 



HOME 






HME REMAINING 






VISITOR 


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SEE PAGE 7 FOR 
EXPLANATION 
OF SYMBOLS 



Release DISPLAY KEY, then press and hold again. HOME SCORE, 
TIME REMAINING, and VISITOR'S SCORE will be displayed. 



DOWN YARDS TO GO FIELD POSITION 
HOME TIME REMAINING VISITOR 


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*o\\ Place PLAY SELECTOR in the RUN/KICK position. A 

%t? c run formation is now displayed and running plays can 
/Zfy *" be attempted. 

In the run formation, the BALL CARRIER (BC) and the two BLOCK- 
ERS (Bl and B2) always move in formation. 

DOWN YARDS TO GO FIELD POSITION 





HOME 






riME REMAINING 






VISITOR 




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/ 




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♦ 


B1 
















/ 


RUN 


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__ 


/ 


FORMATION 


\ 


BC 


1. 
















/ 


(HOME TEAM) 


\ 




















/ 




\ 

\ 




B2 






- 










/ 

/ 



EACH SECTION REPRESENTS ONE (1) YARD. 



The BALL CARRIER appears bright and blinking — the two BLOCK- 
ERS appear bright and steady. Opposing players (DEFENSIVE 
4 TACKLERS) are dim and steady. 




Pressing any one of the three DIRECTIONAL KEYS 
will begin the action. 

BALL CARRIER and BLOCKERS will move ONE (1) posi 
tion in direction of arrow, each time KEY is pressed. 




BALL CARRIER and BLOCKERS will move ONE(l) YARD 
each time KEY is pressed. 



Press DISPLAY KEY after each play to check FIELD POSI- 
TION and reset play for next DOWN. 




w Place PLAY SELECTOR in the PASS position. A pass 

/ fcf- formation is now displayed, and play can be 



attempted. 



In the pass formation, only the RECEIVER can be moved and must 
be in line with the BALL CARRIER to complete the pass. THE PASS 
RECEIVER AND THE TWO PASS DEFENDERS (PD1 and PD2) ARE 
THE ONLY PLAYERS CAPABLE OF CATCHING A PASS. 



YARDS TO GO 



FIELD POSITION 





HOME 






riME REMAINING 






VISI 


TOR 


PASS 


\ 


BC 


Rl 






- 


R 


PD1 




PD? 


/ 


FORMATION 


V 





















/ 


(HOME TEAM) 


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1" " 


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Use DIRECTIONAL KEYS to start the play and maneuver the 
RECEIVER downfield (towards the goal line). 



Press the KICK/PASS KEY to initiate the pass. If the 
PASS is incomplete (not caught by any player), this 
causes loss of DOWN and no change in FIELD POSITION. 



Press DISPLAY KEY to reset for next down. 



On 4th DOWN ONLY— A KICK can be attempted. Place PLAY 
SELECTOR in the RUN/KICK position and press the KICK/PASS 
KEY. 

If a FIELD GOAL is unsuccessful, the KICK is automatically a PUNT, 
which is a "turnover" (loss of bail to opponent) and three (3) short 
WHISTLES will be heard. 



I GAME SCORING | 

ft TOUCHDOWN — 7 POINTS 

AFIELD GOAL — 3 POINTS 

ft SAFETY — 2 POINTS 

A kickoff occurs automatically after every score. Most of the 
time the kickoff goes into the END ZONE and the ball is brou ■ 
ght to the 20 yard line "first and ten" (TOUCHBACK). The 
game computer will occasionally allow a short kickoff to be 
run back by the player. In this case the first play after the kick- 
off will be the runback. 

© SINGLE WHISTLE— play is OVER. 

© TRIPLE WHISTLE— "TURNOVER" (LOSS of BALL to opponent). 
6 © MARCHING TUNE— TEAM has SCORED. 




COMPLETE INSTRUCTIONS 



Players choose home or visitor team. Home team offense moves 
left to right. Visitor team offense moves right to left. 



OFF-SKILL SWITCH 



• OFF-Power is off, 

• POSITION 1 (BEGINNER) —Game is 'ON'. Six (6) de 

tensive players. 

• POSITION 2 (PRO) —for advanced players. Seven (7) de- 

fensive players, faster speed. 



DISPLAY KEY 



Press and hold KEY— DOWN, YARDS TO GO and FIELD posi- 
TION will be displayed. 

The symbol V (up) means the BALL CARRIER is on his own 
side of the 50 YARD line, with yards GAINED counting up. 

• EXAMPLE: 3 9 u25 

This means — THIRD down, 9 YARDS to go for a first down and 
the ball is on the OFFENSIVE 25 yard line (75 YARDS TO A 
TOUCHDOWN). 

The symbol 'd' (down) means BALL CARRIER is on the defen- 
sive side of the 50 yard line, with yards GAINED counting down. 

• EXAMPLE: 3 9 d25 

This means — THIRD DOWN, 9 YARDS to go for a first down 
and the ball is on the DEFENSIVE 25 yard line (25 YARDS TO 
A TOUCHDOWN). 



Press and hold the DISPLAY KEY a second time, HOME 
SCORE, TIME REMAINING and VISITOR SCORE will be dis 
played. 

• EXAMPLE: 14 11.9 07 

This means— HOME TEAM has 14 POINTS, TIME REMAINING 
is 11.9 minutes for the QUARTER and VISITOR TEAM has 7 
POINTS. 

A complete game consists of four (4) QUARTERS, the quarters 
are simulated 15 minutes . 

The clock counts down only during play. At the end of each 
QUARTER the SCORE and TIME are displayed automatically. 
At the end of the game (4th QUARTER), SCORE and TIME 
display automatically and game will not operate until power 
is turned off and on again. 

| PLAY SELECTOR \ 

With the PLAY SELECTOR in the RUN/KICK position, the run 
formation is displayed and running plays can be attempted. 

On FOURTH (4th) DOWN ONLY, with the selector in this posi- 
tion, a KICK may be attempted by pressing the KICK /PASS 

KEY (THE KICK WILL BE DISPLAYED), this will result in either 
a field goal or a punt. The closer to the opponent's goal, the 
better the chance of scoring a FIELD GOAL. 

An unsuccessful kick is automatically a punt, (which is a 
"turnover") and three short whistles will be heard. 

With the PLAY SELECTOR in the PASS position, a pass forma- 
tion is displayed. The pass is attempted by pressing the KICK / 
PASS KEY. 



| DIRECTIONAL KEYS \ 



8 



The DIRECTIONAL KEYS control the movement of the OF- 
FENSIVE PLAYERS in the direction of the ARROWS. 




In the RUN FORMATION, the BALL CARRIER and the two (2) 
BLOCKERS always move IN "TANDEM" (this means, when 
being moved ACROSS or DOWN field, they will maintain their 
formation). 

In the PASS FORMATION, only the RECEIVER can be moved 
ACROSS or DOWN field. 



IMPORTANT PLAY INFORMATION 



► RUNNING PLAYS 

• Slide OFF-SKILL SWITCH to position 1 or 2. 

• Place PLAY SELECTOR to the RUN/KICK position. 

• Press ONE (1) of the DIRECTIONAL KEYS to start action: 

a. The BALL CARRIER and BLOCKERS move IN "TAN- 
DEM". 

b. The clock begins counting down (ticking). 

c. The DEFENSIVE players rush the BALL CARRIER. 

d. When a TACKLER and an OFFENSE BLOCKER hit 
each other, both are eliminated from the field. DE- 
FENSIVE PLAYERS can tackle the BALL CARRIER 

from any position, because they can move in any 
direction. 

e. When the BALL CARRIER is tackled, the referee 
whistle sounds once. The BALL CARRIER will appear 
bright and blinking at the point of tackle and the 
play is over. 

• Press DISPLAY KEY to reset for the next DOWN. 



^ PASS PLAYS 

• Place PLAY SELECTOR to the PASS position. 

In this position the BALL CARRIER and the BLOCKER directly 
in front DO NOT move. ONLY the PASS RECEIVER (directly 
below the BLOCKER) can be moved. 

• Using DIRECTIONAL KEYS, maneuver the PASS RECEIVER 

down field. He CAN NOT be tackled, nor can he move into any 
position occupied by any player, 

Once the play is set in motion, the four (4) forward defenders 
and fifth optional defender (if present), move toward the 
QUARTERBACK (BALL CARRIER). The other two (2) defensive 
backs (PD-1 and PD-2) defend against the PASS RECEIVER. 



YARDS TO GO 



FIELD POSITION 



TIME REMAINING 



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/ 


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BC 


Bl 








R 


PD1 




PD2 


/ 


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r - 




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/ 


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BLOCKER (Bl), blocks as in the running play, and the QUAR- 
TERBACK (BALL CARRIER) can be tackled by any defensive 
player, which results in a two (2) YARD LOSS, if the ball has 
not been thrown. 

PASS may be thrown at any time by pressing the KICK/PASS 
KEY. 

Once a PASS is completed, BALLCARRIER will run with the ball 
until tackled. 

An incomplete pass (not caught by any player) causes loss of 
down, with no change in FIELD POSITION. 



10 • Press DISPLAY KEY to reset for next down. 



^ Football fields are 100 yards long, the game display is 9 yards. 
Each line across the display is equal to 1 yard. A gain is made 
from the RUN or PASS formation, ONLY AFTER MOVING AT 
LEAST 3 YARDS. A 2 yard loss will occur if the BALL CARRIER 
is tackled before moving forward. A 1 yard loss occurs if tackled 
after moving once. No gain or loss occurs if you move twice be- 
fore the tackle. 

You gain 6 yards by traveling the entire length of the display 
field. 9 more yards are gained each time you travel across the 
entire display field during the same down. This means; if you 
have 33 yards to go for a touchdown, you must travel the entire 
length of the display four (4) times. 

^ THE PASS RECEIVER AND THE TWO (2) PASS DEFENDERS 
ARE THE ONLY PLAYERS CAPABLE OF CATCHING A PASS. 
Players MUST be positioned in line with the QUARTERBACK 
to catch the ball. If the ball is caught by one of the PASS DE- 
FENDERS, it is an interception and the play ends. The ball is 
turned over to the opponent team at the point of interception. 
If the pass is caught by the receiver, he becomes a RUNNER 
(BRIGHT and BLINKING) and play continues as in the RUN- 
NING PLAY. QUARTERBACK and BLOCKER are turned off 
once the pass is thrown. 

^ You have four (4) DOWNS to move forward at least ten (10) 
yards. If successful, the play becomes "first and ten" and you 
have four (4) more DOWNS to move ten yards. This continues 
until you either: score a TOUCHDOWN or a FIELD GOAL ; fail 
to gain TEN yards or lose the ball on an interception or punt. 

^ On fourth DOWN, you have the option of running, kicking or 
passing. If, you choose to run or pass, and do not make the 
first DOWN, three (3) quick whistles and a "turnover" occurs. 
The other team assumes the offense at the position the BALL 
CARRIER is tackled. 

^ After every score and at the start of each HALF, a kick off is 
simulated, but not displayed. At the start of the first HALF, the 
HOME TEAM receives the ball at its 20 yard line. At the start of 
the second HALF, VISITOR'S receive the ball at its 20 yard line. 

^ A SAFETY occurs when a team loses yardage into its own END 
ZONE. Two (2) points are awarded to the opponent's TEAM, 
they also get the ball "first and ten" on 20 yard line (u20). 11 



GENERAL INFORMATION ^^^^^^M 

©A WEAK BATTERY IS INDICATED WHEN A DIGIT OR PART 
OF A DIGIT REMAINS ON DISPLAY AFTER "D" DISPLAY 
KEY IS RELEASED. 

O ALWAYS BE SURE GAME IS TURNED OFF TO AVOID BAT- 
TERY DRAIN. IF GAME FAILS TO OPERATE AFTER PRO- 
LONGED PLAY, YOUR BATTERY IS PROBABLY NEARLY 
WORN OUT OR DEAD. REPLACE THE BATTERY. ALKALINE 
BATTERY IS RECOMMENDED. 

© BE SURE TO UNPLUG AC ADAPTER UNIT FROM WALL OUT- 
LET WHEN GAME IS NOT IN USE. 

©DO NOT ATTEMPT TO OPEN GAME, IT DOES NOT CONTAIN 
ANY SERVICEABLE PARTS. 



LIMITED WARRANTY 



Coleco warrants to the original purchaser only, each ELEC- 
TRONIC QUARTERBACK™ Game against factory defect in ma- 
terial and workmanship for 90 days from the date of purchase. 



12 



If your ELECTRONIC QUARTERBACK™ Game fails to operate 
properly DURING THE FIRST 90 DAYS AFTER PURCHASE, re- 
turn it postage prepaid, together with your check or money order 
for $5.00 for handling and inspection, and your name, address, 
proof of the date of purchase and a brief description of the prob- 
lem, to the Factory Service Station as listed. If your unit is found 
to be factory defective during the first 90 days, it will be repaired 
or replaced at no additional cost to you. If the unit is found to 
have been consumer damaged or abused and therefore not cov- 
ered by the warranty, then you will be advised, in advance, of 
repair costs. 



SERVICE POLICY 

If your game requires service after expiration of the 90 day 
Limited Warranty period, Coleco will service the game and put it 
in working condition or replace it with a reconditioned model 
(at our option), on receipt of your game, postage prepaid, with 
your check in the amount of $10.00. Coleco's service obligation 
does not apply to defects arising from abuse, misuse or alteration 
of the unit and Coleco shall not be obligated to service any game 
after 1 year from the date of purchase. 

All returns must be directed to: Coleco Industries, Inc. 

Customer Service Department 
35 Willow St., Bldg. #5 
Amsterdam, New York 12010 

Coleco's sole and exclusive liability for defects in material and 
workmanship shall be limited to repair or replacement at an 
authorized Coleco Service Station, and Coleco shall in no event 
be liable for incidental, consequential contingent or any other 
damages, (some states do not allow the exclusion or limitation of 
incidental or consequential damages, so the above limitation or 
exclusion may not apply to you). This warranty does not obligate 
Coleco to bear the cost of transportation charges in connection 
with the repair or replacement of defective parts. 

This warranty is invalid if the damage or defect is caused by acci- 
dent, act of God, consumer abuse, unauthorized alteration or re- 
pair, vandalism or misuse. 

This warranty is made in lieu of any other express warranty, and 
except for the foregoing warranty which is exclusive, there is no 
other express warranty being made. 

This warranty does not cover any claim concerning worn out or 
defective batteries. 

This warranty gives you specific legal rights, and you may have 
other rights which vary from state to state. 



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ACCESSORIES AVAILABLE 



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No. 2099/6041 AC Adapter (battery eliminator): To eliminate the 
need for batteries. 

If accessories are not available at your local dealer, they can be 
obtained from Coleco Industries, Inc., Customer Service Depart- 
ment, P.O. Box 460, Amsterdam, N.Y. 12010. 
Fill out and send this form. 



NOTE: 



riiceb dim 

parts subject P'ease ship ( 


) ea. AC Adapters @ 


$5.00 


to change 
without 


Appropriate State Tax 




prior notice 


Shipping & Handling 


$1.75 


TOTAL 



NO C.O.D. ORDERS WILL BE ACCEPTED. 



■ SHIPPING LABEL— PRINT CLEARLY IN INK DO NOT REMOVE - 



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B^fW^FSTTf I I COLECO IND. INC., P.O. BOX 460 



AMSTERDAM, N.Y., 12010 



TO 



NAME 

ADDRESS 
CITY 



STATE 



ZIP CODE 



POSTMASTER: 

CONTENTS MERCHANDISE— RETURN POSTAGE GUARANTEED. 
MAY BE OPENED FOR POSTAL INSPECTION IF NECESSARY. 



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MANUFACTURED FOR 
COLECO INDUSTRIES, INC., AMSTERDAM, N.Y. 12010 

www.handheldmuseum.com 



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